Large beastman, lawful evil

Armor Class 17 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft., swim speed 60 ft.

18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3)

Saving Throws Con +8, Int +5, Wis +9, Cha +8
Skills Deception +8, Intimidation +8, Persuasion +8
Damage Vulnerabilities lightning Damage Resistances; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Terran, Bestial
Challenge 15 (13,000 XP)


  • Power Resistance. The codfather has advantage on saving throws against powers and other magical effects.
  • Amphibious. The codfather can breathe air and water.
  • Powers. The codfather can use the following powers at 5th level. Its power ability is Wisdom (power save DC 17, +9 to hit with power attacks).


  • Multiattack. The Codfather can use its Dreadful Glare and makes one attack with its rotting fist.
  • Splash Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 114 (3d6 + 4) bludgeoning damage plus 21 (6d6) cold damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
  • Dreadful Glare. The codfather targets one creature it can see within 60 feet of it. If the target can see the codfather, it must succeed on a DC 16 Wisdom saving throw against this power or become frightened until the end of the codfather’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare for the next 24 hours.


The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mummy lord regains spent legendary actions at the start of its turn.

  • Attack. The mummy lords makes one attack with its rotting first or uses its Dreadful Glare.
  • Binding Wave. Binding wave of water swirls around the Codfather. Each creature within 5 feet of the codfather must succeed on a DC 16 Strength saving throw or have its movement speed become 0 until the end of the creature’s next turn.
  • Brutal Roar (Costs 2 Actions). The codfather releases a bellowing and savage roar. Each creature within 30 feet of the codfather that can hear powerful thrum must succeed on a DC 16 Constitution saving throw or be stunned until the end of the codfather’s next turn.
  • Water Twister (Costs 2 Actions). The codfather transforms into a vortex of water, moves up to 60 feet, and reverts to its normal form. While in this form, the codfather is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the codfather remains in its possession.
Section 15: Copyright Notice

Capes and Crooks, Copyright 2021, Crit Academy Studios Capes and Crooks. © 2020 Crit Academy Studios; Author: Justin Handlin

This is not the complete section 15 entry - see the full license for this page